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CORVUS

Explore a space dungeon. Find Loot. Win. · By Z.

CORVUS comments Sticky

A topic by Z. created Jun 25, 2018 Views: 1,712 Replies: 9
Viewing posts 1 to 6
(1 edit) (+1)

Woah. This game is pretty fun. Nice work, dude.

Developer

Thanks! I'm glad you liked it.

(+2)

Hey! Played a little bit of this on my channel.

Developer

Thanks for checking it out! You'll be happy to hear that after watching your play-through I've added an additional save point before the second arena encounter to help smooth out that difficulty curve.

(+2)

I beat your game. 

(+1)

That whole thing was great, I really enjoyed it! Gameplay, art, audio, and design of the levels, enemies and boss battles, all seemed considered and worked out but simple enough to not be overboard within the scope of the project. 

I came here from the r/Gamemaker post where you mentioned the lighting stuff you'd done and I think it worked really well. While playing it was fun to have to explore and memorise the immediate area to find where platforms were as they're stationary, and having most of the enemies with glinting eyes or stuff visible through the darkness was great as I didn't have to try and track or guess where the moving things had gone. Also turning on that light switch in one of the rooms looked awesome. Bar the lighting which I have a soft spot for, once I learned I had a jetpack and could double jump the movement was smooth and controllable which made the big open room boss fights really fun. As for enemies the shield bubbles were fun to play around as it forced a change in play style, and how the skulls work is just great. Finally I appreciated the screen shake on the last boss. As it hadn't been overused during the whole game it gave that final fight a nice kick. Lots of other stuff was also awesome.

There were a couple things I found a little frustrating, hopefully even if you disagree with them it'll give another players perspective. The black box enemies that charge you down seemingly had no counterplay to them in some places. Sometimes they were placed in small corridors with not enough space to jump over them. Also them being mostly black made them hard to see in the darkness and with the speed they leap at you I didn't have any time to react. Then with movement a couple things, the lead up frames to the jump make it feel nice most of the time but pressing jump while moving to the end of a platform and the guy just walking off before the frames are done without jumping doesn't. That one's a bit of compromise I guess, having it a few frames shorter might make it feel more reactive while retaining the nice animation. And falling through platforms was a bit tricky at times especially when you're concentrating on jetpacking around a mob of bats. Personally I never found a use for pure crouching so would just use holding S for falling through platforms so it's only one key to worry about.

Thanks for making the game and sharing it, apologies if you weren't looking for this sort of feedback but hopefully it's useful in some way!

Developer

Those are totally valid points about counter-play with the box enemies. They can get a little oppressive if you don't entirely know where they're supposed to be. Allowing space to jump over some of tighter ones could definitely help smooth that out.

The jump frames are something I played with quite a bit but I think you've got a solid point there. I wanted jumps to be considered vs twitchy but I think there's probably an argument that I could remove the lead-up animation entirely and the game wouldn't be the worse for it. I think the solution in the end might be a slight animation speed up and the implementation of a ghost jump buffer.

 Thank you for the feedback! I don't mind the specificity, It's what I'm looking for in this project.

(1 edit)

Hi. I saw your game, and downloaded it. But I notice some bugs already after ten minutes

1, There's a bug where you can fall into the floor and not be able to move. Once I couldn't even jump 

2. In the transition to one of the early rooms, when you fall into a room, the entire room stayed dark. I had to restart the game because I couldn't see

Developer

Thank you for capturing this, I think I might know what the issue is and I'll try to address it in the next patch.

The game has some pretty good potentional. I love the pixel graphics, and the music/sound is pretty good. controls feel a little weird. I couldn't get the game to start for some reason until I plugged in my controller, maybe I just didn't know the correct button to start, but then found that can't really do much with it. After a while though, started to have a lag that several time resulted in my death and ultimately left me unable to escape from a wall so I just ended the video. Really want to give it another go, but really wanted to wait till the clipping bug gets handled. Normally I'd just have a game in a video by itself, but the previous game I played was way too short, so I started playing this one at about 5 minutes into the video. Hope you enjoy the video!